d0f5bd130b
Renaming the define to be more in line with what it does and removing the host stub header file. Change-Id: Ibd3a0a6a398c7f81cc661f71e4478707fe1679ed
130 lines
3.8 KiB
C++
130 lines
3.8 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "rsContext.h"
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#ifndef ANDROID_RS_SERIALIZE
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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#endif
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using namespace android;
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using namespace android::renderscript;
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VertexArray::VertexArray(const Attrib *attribs, uint32_t numAttribs) {
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mAttribs = attribs;
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mCount = numAttribs;
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}
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VertexArray::~VertexArray() {
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}
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VertexArray::Attrib::Attrib() {
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clear();
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}
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void VertexArray::Attrib::clear() {
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buffer = 0;
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offset = 0;
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type = 0;
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size = 0;
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stride = 0;
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ptr = NULL;
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normalized = false;
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name.setTo("");
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}
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void VertexArray::Attrib::set(uint32_t type, uint32_t size, uint32_t stride,
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bool normalized, uint32_t offset,
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const char *name) {
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clear();
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this->type = type;
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this->size = size;
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this->offset = offset;
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this->normalized = normalized;
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this->stride = stride;
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this->name.setTo(name);
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}
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void VertexArray::logAttrib(uint32_t idx, uint32_t slot) const {
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if (idx == 0) {
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LOGV("Starting vertex attribute binding");
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}
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LOGV("va %i: slot=%i name=%s buf=%i ptr=%p size=%i type=0x%x stride=0x%x norm=%i offset=0x%x",
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idx, slot,
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mAttribs[idx].name.string(),
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mAttribs[idx].buffer,
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mAttribs[idx].ptr,
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mAttribs[idx].size,
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mAttribs[idx].type,
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mAttribs[idx].stride,
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mAttribs[idx].normalized,
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mAttribs[idx].offset);
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}
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void VertexArray::setupGL2(const Context *rsc,
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class VertexArrayState *state,
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ShaderCache *sc) const {
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rsc->checkError("VertexArray::setupGL2 start");
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uint32_t maxAttrs = state->mAttrsEnabledSize;
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for (uint32_t ct=1; ct < maxAttrs; ct++) {
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if(state->mAttrsEnabled[ct]) {
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glDisableVertexAttribArray(ct);
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state->mAttrsEnabled[ct] = false;
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}
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}
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rsc->checkError("VertexArray::setupGL2 disabled");
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for (uint32_t ct=0; ct < mCount; ct++) {
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int32_t slot = sc->vtxAttribSlot(mAttribs[ct].name);
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if (rsc->props.mLogShadersAttr) {
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logAttrib(ct, slot);
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}
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if (slot < 0 || slot >= (int32_t)maxAttrs) {
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continue;
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}
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glEnableVertexAttribArray(slot);
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state->mAttrsEnabled[slot] = true;
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer);
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glVertexAttribPointer(slot,
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mAttribs[ct].size,
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mAttribs[ct].type,
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mAttribs[ct].normalized,
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mAttribs[ct].stride,
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mAttribs[ct].ptr + mAttribs[ct].offset);
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}
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rsc->checkError("VertexArray::setupGL2 done");
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}
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////////////////////////////////////////////
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VertexArrayState::VertexArrayState() {
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mAttrsEnabled = NULL;
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mAttrsEnabledSize = 0;
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}
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VertexArrayState::~VertexArrayState() {
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if (mAttrsEnabled) {
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delete[] mAttrsEnabled;
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mAttrsEnabled = NULL;
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}
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}
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void VertexArrayState::init(Context *rsc) {
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mAttrsEnabledSize = rsc->getMaxVertexAttributes();
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mAttrsEnabled = new bool[mAttrsEnabledSize];
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for (uint32_t ct = 0; ct < mAttrsEnabledSize; ct++) {
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mAttrsEnabled[ct] = false;
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}
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}
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